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source: code/archive/sound5/src/libraries/core/GUIManager.cc @ 10580

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *      Benjamin Knecht
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "GUIManager.h"
31
32#include <memory>
33extern "C" {
34#include <lua.h>
35}
36#include <CEGUIDefaultLogger.h>
37#include <CEGUIExceptions.h>
38#include <CEGUIInputEvent.h>
39#include <CEGUIMouseCursor.h>
40#include <CEGUIResourceProvider.h>
41#include <CEGUISystem.h>
42#include <CEGUIWindow.h>
43#include <ogreceguirenderer/OgreCEGUIRenderer.h>
44
45#include "SpecialConfig.h" // Configures the macro below
46#ifdef CEGUILUA_USE_INTERNAL_LIBRARY
47#   include <ceguilua/CEGUILua.h>
48#else
49#   include <CEGUILua.h>
50#endif
51
52#include "util/Clock.h"
53#include "util/Convert.h"
54#include "util/Debug.h"
55#include "util/Exception.h"
56#include "util/OrxAssert.h"
57#include "ConsoleCommand.h"
58#include "Core.h"
59#include "LuaState.h"
60#include "PathConfig.h"
61#include "Resource.h"
62
63namespace orxonox
64{
65    static void key_esc()
66        { GUIManager::getInstance().keyESC(); }
67    SetConsoleCommandShortcutExternAlias(key_esc, "keyESC");
68
69    class CEGUILogger : public CEGUI::DefaultLogger
70    {
71    public:
72        void logEvent(const CEGUI::String& message, CEGUI::LoggingLevel level = CEGUI::Standard)
73        {
74            int orxonoxLevel = CEGUI::Standard;
75            switch (level)
76            {
77                case CEGUI::Errors:      orxonoxLevel = 1; break;
78                case CEGUI::Warnings:    orxonoxLevel = 2; break;
79                case CEGUI::Standard:    orxonoxLevel = 4; break;
80                case CEGUI::Informative: orxonoxLevel = 5; break;
81                case CEGUI::Insane:      orxonoxLevel = 6; break;
82                default: OrxAssert(false, "CEGUI log level out of range, inpect immediately!");
83            }
84            OutputHandler::getOutStream(orxonoxLevel)
85                << "CEGUI: " << message << std::endl;
86
87            CEGUI::DefaultLogger::logEvent(message, level);
88        }
89    };
90
91    static CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button);
92
93    GUIManager* GUIManager::singletonPtr_s = 0;
94
95    SetConsoleCommandShortcut(GUIManager, showGUI).accessLevel(AccessLevel::User).defaultValue(1, false).defaultValue(2, true);
96    SetConsoleCommandShortcut(GUIManager, hideGUI).accessLevel(AccessLevel::User);
97
98    /**
99    @brief
100        Constructs the GUIManager by starting up CEGUI
101
102        Creates the interface to Ogre, sets up the CEGUI renderer and the Lua script module together with the Lua engine.
103        The log is set up and connected to the CEGUILogger.
104        After Lua setup tolua++-elements are linked to Lua-state to give Lua access to C++-code.
105        Finally initial Lua code is executed (maybe we can do this with the CEGUI startup script automatically).
106    @param renderWindow
107        Ogre's render window. Without this, the GUI cannot be displayed.
108    @return true if success, otherwise false
109    */
110    GUIManager::GUIManager(Ogre::RenderWindow* renderWindow, const std::pair<int, int>& mousePosition, bool bFullScreen)
111        : renderWindow_(renderWindow)
112        , resourceProvider_(0)
113        , camera_(NULL)
114        , bShowIngameGUI_(false)
115    {
116        using namespace CEGUI;
117
118        COUT(3) << "Initialising CEGUI." << std::endl;
119
120        // Note: No SceneManager specified yet
121        guiRenderer_.reset(new OgreCEGUIRenderer(renderWindow_, Ogre::RENDER_QUEUE_OVERLAY, false, 3000));
122        resourceProvider_ = guiRenderer_->createResourceProvider();
123        resourceProvider_->setDefaultResourceGroup("General");
124
125        // setup scripting
126        luaState_.reset(new LuaState());
127        rootFileInfo_ = Resource::getInfo("InitialiseGUI.lua");
128        // This is necessary to ensure that input events also use the right resource info when triggering lua functions
129        luaState_->setDefaultResourceInfo(this->rootFileInfo_);
130        scriptModule_.reset(new LuaScriptModule(luaState_->getInternalLuaState()));
131
132        // Create our own logger to specify the filepath
133        std::auto_ptr<CEGUILogger> ceguiLogger(new CEGUILogger());
134        ceguiLogger->setLogFilename(PathConfig::getLogPathString() + "cegui.log");
135        // set the log level according to ours (translate by subtracting 1)
136        ceguiLogger->setLoggingLevel(
137            static_cast<LoggingLevel>(OutputHandler::getInstance().getSoftDebugLevel("logFile") - 1));
138        this->ceguiLogger_ = ceguiLogger.release();
139
140        // create the CEGUI system singleton
141        guiSystem_.reset(new System(guiRenderer_.get(), resourceProvider_, 0, scriptModule_.get()));
142
143        // Initialise the basic Lua code
144        this->luaState_->doFile("InitialiseGUI.lua");
145
146        // Align CEGUI mouse with OIS mouse
147        guiSystem_->injectMousePosition((float)mousePosition.first, (float)mousePosition.second);
148
149        // Hide the mouse cursor unless playing in full screen mode
150        if (!bFullScreen)
151            CEGUI::MouseCursor::getSingleton().hide();
152    }
153
154    /**
155    @brief
156        Basically shuts down CEGUI (member smart pointers) but first unloads our Tolua modules.
157    */
158    GUIManager::~GUIManager()
159    {
160    }
161
162    /**
163    @brief
164        used to tick the GUI
165    @param time
166        clock which provides time value for the GUI System
167
168        Ticking the GUI means updating it with a certain regularity.
169        The elapsed time since the last call is given in the time value provided by the clock.
170        This time value is then used to provide a fluent animation of the GUI.
171    */
172    void GUIManager::preUpdate(const Clock& time)
173    {
174        assert(guiSystem_);
175        guiSystem_->injectTimePulse(time.getDeltaTime());
176    }
177
178    /**
179    @brief
180        Tells the GUIManager which SceneManager to use
181    @param camera
182        The current camera on which the GUI should be displayed on.
183
184        In fact the GUIManager needs the SceneManager and not the Camera to display the GUI.
185        This means the GUI is not bound to a camera but rather to the SceneManager.
186        Hiding the GUI when needed can therefore not be resolved by just NOT setting the current camera.
187    */
188    void GUIManager::setCamera(Ogre::Camera* camera)
189    {
190        this->camera_ = camera;
191        if (camera == NULL)
192            this->guiRenderer_->setTargetSceneManager(0);
193        else
194            this->guiRenderer_->setTargetSceneManager(camera->getSceneManager());
195    }
196
197    /**
198    @brief
199        Executes Lua code
200    @param str
201        reference to string object holding the Lua code which is to be executed
202
203        This function gives total access to the GUI. You can execute ANY Lua code here.
204    */
205    void GUIManager::executeCode(const std::string& str)
206    {
207        this->luaState_->doString(str, rootFileInfo_);
208    }
209
210    /**
211    @brief
212        Displays specified GUI on screen
213    @param name
214        The name of the GUI
215
216        The function executes the Lua function with the same name in case the GUIManager is ready.
217        For more details check out loadGUI_2.lua where the function presides.
218    */
219    /*static*/ void GUIManager::showGUI(const std::string& name, bool hidePrevious, bool showCursor)
220    {
221        GUIManager::getInstance().executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ")");
222    }
223
224    /**
225    @brief
226        Hack-ish. Needed for GUIOverlay.
227    */
228    void GUIManager::showGUIExtra(const std::string& name, const std::string& ptr, bool hidePrevious, bool showCursor)
229    {
230        this->executeCode("showGUI(\"" + name + "\", " + multi_cast<std::string>(hidePrevious) + ", " + multi_cast<std::string>(showCursor) + ", " + ptr + ")");
231    }
232
233    /**
234    @brief
235        Hides specified GUI.
236    @param name
237        The name of the GUI.
238    */
239    /*static*/ void GUIManager::hideGUI(const std::string& name)
240    {
241        GUIManager::getInstance().executeCode("hideGUI(\"" + name + "\")");
242    }
243
244    void GUIManager::keyESC()
245    {
246        this->executeCode("keyESC()");
247    }
248
249    void GUIManager::setBackground(const std::string& name)
250    {
251        this->executeCode("setBackground(\"" + name + "\")");
252    }
253
254    void GUIManager::keyPressed(const KeyEvent& evt)
255    {
256        guiSystem_->injectKeyDown(evt.getKeyCode());
257        guiSystem_->injectChar(evt.getText());
258    }
259    void GUIManager::keyReleased(const KeyEvent& evt)
260    {
261        guiSystem_->injectKeyUp(evt.getKeyCode());
262    }
263
264    /**
265    @brief
266        Function receiving a mouse button pressed event.
267    @param id
268        ID of the mouse button which got pressed
269
270        This function is inherited by MouseHandler and injects the event into CEGUI.
271        It is for CEGUI to process the event.
272    */
273    void GUIManager::buttonPressed(MouseButtonCode::ByEnum id)
274    {
275        try
276        {
277            guiSystem_->injectMouseButtonDown(convertButton(id));
278        }
279        catch (CEGUI::ScriptException& ex)
280        {
281            // We simply ignore the exception and proceed
282            COUT(1) << ex.getMessage() << std::endl;
283        }
284    }
285
286    /**
287    @brief
288        Function receiving a mouse button released event.
289    @param id
290        ID of the mouse button which got released
291
292        This function is inherited by MouseHandler and injects the event into CEGUI.
293        It is for CEGUI to process the event.
294    */
295    void GUIManager::buttonReleased(MouseButtonCode::ByEnum id)
296    {
297        try
298        {
299            guiSystem_->injectMouseButtonUp(convertButton(id));
300        }
301        catch (CEGUI::ScriptException& ex)
302        {
303            // We simply ignore the exception and proceed
304            COUT(1) << ex.getMessage() << std::endl;
305        }
306    }
307
308    void GUIManager::mouseMoved(IntVector2 abs, IntVector2 rel, IntVector2 clippingSize)
309    {
310        guiSystem_->injectMousePosition(static_cast<float>(abs.x), static_cast<float>(abs.y));
311    }
312    void GUIManager::mouseScrolled(int abs, int rel)
313    {
314        guiSystem_->injectMouseWheelChange(static_cast<float>(rel));
315    }
316
317    /**
318    @brief
319        converts mouse event code to CEGUI event code
320    @param button
321        code of the mouse button as we use it in Orxonox
322    @return
323        code of the mouse button as it is used by CEGUI
324
325        Simple conversion from mouse event code in Orxonox to the one used in CEGUI.
326     */
327    static inline CEGUI::MouseButton convertButton(MouseButtonCode::ByEnum button)
328    {
329        switch (button)
330        {
331        case MouseButtonCode::Left:
332            return CEGUI::LeftButton;
333
334        case MouseButtonCode::Right:
335            return CEGUI::RightButton;
336
337        case MouseButtonCode::Middle:
338            return CEGUI::MiddleButton;
339
340        case MouseButtonCode::Button3:
341            return CEGUI::X1Button;
342
343        case MouseButtonCode::Button4:
344            return CEGUI::X2Button;
345
346        default:
347            return CEGUI::NoButton;
348        }
349    }
350
351    void GUIManager::subscribeEventHelper(CEGUI::Window* window, const std::string& event, const std::string& function)
352    {
353        window->subscribeScriptedEvent(event, function);
354    }
355}
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